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Shapes with live settings, shape editing, knife and hole tools, drawing shapes onto other objects, combining objects (add / subtract / overlap), copies, thickness, painting with stickers and layers, a Layout tab, a Print tab with checks, packed .fry files with autosave, export to GLB, glTF, FBX, OBJ, 3MF, STL and PLY, folders in Layers, its own crash screen, and a website for GitHub Pages in docs/. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NMSrd5oe1GpUD7E6d825KP
26 lines
891 B
GLSL
26 lines
891 B
GLSL
#version 460
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// Axis-aligned boxes generated from the vertex index: 36 vertices, no vertex buffer.
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#include "backend.glsl"
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PUSH_BLOCK {
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mat4 viewProj;
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vec4 center; // xyz, w = texture index
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vec4 extents; // xyz = half size
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vec4 color;
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} pc;
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layout(location = 0) out vec3 v_normal;
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layout(location = 1) out vec3 v_world;
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const vec3 kNormals[6] = vec3[](vec3(1,0,0), vec3(-1,0,0), vec3(0,1,0), vec3(0,-1,0), vec3(0,0,1), vec3(0,0,-1));
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const vec2 kQuad[6] = vec2[](vec2(-1,-1), vec2(1,-1), vec2(1,1), vec2(-1,-1), vec2(1,1), vec2(-1,1));
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void main() {
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int face = VERTEX_ID / 6;
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vec3 n = kNormals[face];
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vec3 t = abs(n.z) > 0.5 ? vec3(1,0,0) : vec3(0,0,1);
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vec3 b = cross(n, t);
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vec2 q = kQuad[VERTEX_ID % 6];
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v_world = pc.center.xyz + (n + t * q.x + b * q.y) * pc.extents.xyz;
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v_normal = n;
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gl_Position = pc.viewProj * vec4(v_world, 1.0);
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}
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